Blender - Tips & Hot Keys

Things to take note of when using Blender

Set up

  1. Always enable backface culling.

    Backface Culling Option

  2. Enable Absolute Grid Snapping

  3. Add Ons to enable (Edit -> Preferences -> Add Ons)

Shortcuts

  1. Navigating 3D Scene

    Navigate the scene using the mouse

    • Middle Mouse = pivot
    • Shift + Middle Mouse = pan
    • Ctrl + Middle Mouse or Scroll = zoom

    Use Numpad or Ctrl+Numpad to change scene angle

  2. Manipulating 3D Object

    Basic Keys include G - Grab / Move, S - Scale, R - Rotate

    Additionally, after pressing the above keys, you can use do the following:

    • press x, y, z to move on particular axis
    • press shift + x/y/z to exclude the particular axis

    To move precise units, press G followed by axis x/y/z and key in the number (eg. 1) then press Enter

  3. Object/Edit Mode

    Use Tab –> toggle between edit/object mode

    In Edit Mode

    • 1, 2, 3 –> change select mode between vertex, edge and face
  4. Editing Geometry

    In Edit Mode

    • 1, 2, 3 –> change select mode between vertex, edge and face
    • Shift + A –> Add Geometry Menu
    • e –> extrude
    • ctrl + r –> add loop cut
      • left click to confirm
      • right click to be added in the center
      • scroll to add more loop cut before confirming
    • a –> select all the vertices
    • Alt + A / aa –> Deselect
    • Alt + Select –> select a loop
    • ctrl + numpad+ or ctrl + numpad- to increase selection
    • k for knife tool

    In Object Mode

    • x –> delete object
    • Shift + d to duplicate object

Tips

  1. Connecting 2 Edges

    • In Edit Mode, Use Edge Select 2
    • Alt + Click to select first edge
    • Alt + Shift + Click to select second edge
    • Right Click -> Bridge Edge Loops to create faces to connect the edges
  2. Wireframe mode

    • In Edit Mode, Use Vertex Select 1
    • Press z and select wireframe
    • Now, click and drag to select multiple vertices
  3. Navigate Scene Focus

    • Click on a Vertex in Edit Mode
    • Click on del in numpad to set the focus on that
  4. Linking Materials

    • In Object Mode
    • Create Material on an object
    • Shift Select all objects followed by the object with the material (last)
    • Ctrl + L (links menu) -> Materials
  5. Setting Camera

    • In Object Mode
    • Click on Ctrl + Alt + 0 to shift the camera to where you are looking at
    • Click on the camera grid, G + Middle Mouse Click to zoom in and out the camera
  6. Sculpting Objects

    • In Sculting Mode, go to properties bar, under Active Tools & Workspace Settings -> DynoTopo
    • Set Detailing to Constant Detail and Resolution to 0.75 for low poly
    • Click on f to change brush size
    • Click on Shift + f to change intensity of brush
    • Click on Ctrl + left click to invert (create dent)
    • Click on Shift + left click to flatten
  7. Vertex Paint Mode (Painting Parts of Object)

    • In Edit Mode, use Face Select + c to select an area
    • In Vertex Paint Mode, use Face Paint to show the area
    • Note that this will only create color attribute, to view the color in object mode
      • set viewport shading to Material Preview (top right)
      • create a new material
      • open a new tab, shader editor, add a Color Attribute and connect the base color
  8. Create Faces on Vertices/Edges

    • In Edit Mode, use Vertex/Edge Select and shift select your vertices/edges
    • Click on f to create a face to fill the space
  9. Smoothing out the model (Edge Slide)

    • In Edit Mode, use Edge Select and Alt + Select to slide an edge
    • Click on gg to smooth out the model
  10. Duplicate and Separate the object

    • In Edit Mode, select the faces you want
    • Shift D + Right Click to duplicate
    • p to separate into its own object
  11. UV Mapping

    • In UV Layout, in Edit Mode, use Edge Select and Click on seams
      • Use Ctrl + E to open Edge Menu and select Mark Seam
      • Click on UV menu and select unwrap
  12. Texture Painting

    • In Texture Painting Window, use edit mode to select the faces, texture mode to apply the colour on uv map
    • In Texture Image Paint Window (left), remember to use Alt + S to save the texture image
  13. Rigging the model

    • To symmetrize bones
      • make sure you name the bones with .L
      • In Edit Mode, select all the bones, Right Click and select Symmetrize
    • when rigging body mesh,
      • Click on armature, go to post mode
      • select click all the body mesh, shift select armature, then press Ctrl + P and select Set Parent To - Armature Deform - with automatic weight
    • To weight painting
      • In Object mode, select the armature, and Shift + Select the mesh and select Weight Painting Mode
      • Hold Ctrl/Shift and Select a bone to view the weight of the bone
    • When rigging clothes, instead of weight painting, link it to your right by doing the following:
      • In Object mode, Click on clothes, shift select body mesh, then Ctrl + L –> Transform Data Mesh. In the options,
        • Data Type: Vertex Group(s)
        • Vertex Mapping: Nearest Vertex
        • Source Layer Select: All Layers
      • Add a Armature modifier to the clothes
        • Set object to your armature rig
        • Check Preserve Volume
        • Check Vertex Groups
    • Using Bone Layers
      • In Pose Mode, Shift Select the bones, m to move the bones into a different bone layer
    • To reset pose,
      • In pose mode, select all the bones, press Alt + G, Alt + S, Alt + R
  14. Animation

    • In Animation Window
    • In the bottom frame window, select Action Editor
    • Creating T Pose Action:
      • Click on character, select armature, change to pose mode
      • Create a new action called _TPose and enable Fake User (shield icon)
      • select all bones (a), and press I to insert key frames - location & rotation
    • Create Other Actions…
      • Shift + Left Arrow – goes back to first frame
      • If you don’t see your keyframes, make sure you select all bones in your armature
      • Shift + D to duplicate keyframes
      • Change the Keyframe Start and End accordingly
      • For looping animation (idle/walk/run), select all keyframes, Shift E and select Make Cyclic (F-Modifier) –> this will make the animation loop even after your last keyframe
      • Spacebar to play and stop
      • Ctrl C + Ctrl + Shift + V to paste the keyframes but mirrored (usually for walk/run)
    • Tips:
      • To mirror pose action, shift select on left bones, Ctrl + C, shift select the right bones, and Ctrl + Shift + V
  15. Adjusting Origins

    • In Edit Mode, Alt + Select the vertices that you want the origin to be
    • Shift + S –> Cursor to Selected (this will shift the cursor)
    • Go to Object Mode, select the object and press Object –> Set Origin –> Origin to 3D cursor

Common Issue

  1. Part of Texture can’t be seen after importing to Unity

    • Refer to this video
    • Go to Solid Preview Mode
    • Turn on Backface Culling –> you should notice your mesh appear weirdly…
    • In Edit Mode, select all, press Alt + N (Recalulate Outside) to recalculate normals.
    • This should solve the error

Modifiers

  • Mirror Modifier
  • Array Modifier - duplicates object and make sure changing one, change all when its duplicated